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Razareth Ironscale
CHARACTER NAME

Wizard Lv. 1

Acolyte

Spencer Lewis

CLASS & LEVEL

BACKGROUND

PLAYER NAME

Dragonborn

Neutral Good

0

RACE

ALIGNMENT

EXPERIENCE POINTS

INSPIRATION

STRENGTH

10

11
+2

+1

ARMOR
CLASS

PROFICIENCY BONUS

30

INITIATIVE

0

SPEED

Hardened, yet compassionate towards
people he trusts.
Loyal, dedicated, and would die for the
team.
PERSONALITY TRAITS


DEXTERITY

13
+1

Hit Point Maximum

0 Strength

Believes that everyone has a
passion to fight, it must just be
unleashed by a greater power.

+1 Dexterity
+2 Constitution
CURRENT HIT POINTS

+4 Intelligence
+3 Wisdom


CONSTITUTION

INTELLIGENCE

15
+2

SAVING THROWS

TEMPORARY HIT POINTS

Total 1d6

+1 Acrobatics (Dex)
+1 Animal Handling (Wis)
+4 Arcana (Int)


SUCCESSES
FAILURES

HIT DICE

0 Athletics (Str)
0 Deception (Cha)
+2 History (Int)

12
+1

BONDS

Not trusting enough, hard
to please or impress.

DEATH SAVES

FLAWS



NAME

Quarterstaff

+3 Insight (Wis)

ATK BONUS DAMAGE/TYPE

+2

1d6 bludgeoning

0 Intimidation (Cha)
+2 Investigation (Int)
+3 Medicine (Wis)


WISDOM

IDEALS

Owes debt to unknown
philosopher

0 Charisma

14
+2

8

- Breath Weapon. Fire, 5 x 30 ft. line, 2d6 fire
damage, DC12 dex save.

+2 Nature (Int)
+1 Perception (Wis)

0 Performance (Cha)
0 Persuasion (Cha)
+4 Religion (Int)

Damage Resistances: Fire
Arcane Recovery. When you
finish a short rest, regain spell
slots totalling no more than 1,
and each must be 5th level or
lower. (use once/day).


CHARISMA

11
0

Shelter the Faithful. You and
your companions can expect
free healing at an
establishment of your faith.

+1 Sleight of Hand (Dex)
+1 Stealth (Dex)
+1 Survival (Wis)
SKILLS

11

ATTACKS & SPELLCASTING

PASSIVE WISDOM (PERCEPTION)
CP

Weapon Proficiencies: Light
Crossbow; Dagger; Dart;
Quarterstaff; Sling;
Language Proficiencies:
Common; Draconic; Elvish;
Infernal

OTHER PROFICIENCIES & LANGUAGES

SP

EP

GP

PP

10

Pouch; Staff;
Common Clothes;
Waterskin; Bedroll;
Incense (5); Rations
(10); Hemp Rope;
Vestements;
Tinderbox; Mess Kit;
Backpack;
Spellbook; Torch (10)

EQUIPMENT
TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.

FEATURES & TRAITS

Razareth Ironscale
CHARACTER NAME

4

6' 7"

240

AGE

HEIGHT

WEIGHT

Black

Brass

N/A

EYES

SKIN

HAIR

Commanded by the great
Tiefling wizard Muerdous, the
Children of the Infernal are
vigilantes that take the law into
their own hands to resolve
chaos and solve problems. The
people in this faction prefer to
remain anynomous, as they do
not want recognition of any
kinds for any deed done.

NAME

Children of the Infernal

SYMBOL

CHARACTER APPEARANCE

ALLIES & ORGANIZATIONS

Razareth, kin of Grixith Ironscale and Jespora Amberskin,
has been hardened by his background. His father quickly
became a gambler and was killed for a debt when Razareth
was merely a month old. His mother was crippled by grief
and neglected Razareth. When Razareth left home at three
years old, he was thrown into the world, unready and an
easy target for the looters that had infected his city of
Drurving. It only took two months before he became the
target of a ruthless mugging. His robes, which he had
inherited from his grandfather, were torn from him and
taken. His pockets were emptied, and his only item of value
was taken. His pocketwatch. After Razareth came to, he
swore to never let this happen to him of anyone else again.
He sought out the help of a Tiefling wizard, and studied
under his ideals, slept in his house, and eventually became
a powerful wizard. He joined the others that had studied
under the Tiefling, and joined the He entered back into his
city as a hardened veteran and was greeted by chaos. The
mayor had been overthrown by furious citizens demanding
that something was to be done about the muggers and
looters. Razareth tried to calm the angry crowd, but only
ended up getting trampled and left behind. His leg was
damaged in the incident, and he was left crippled. He again
became the target of a mugging, but this time, he was
prepared. He harnessed his wizardry powers and defeated
the looters, unaware of the greater power that was watching
him. When he began to leave the city to continue on with his
life, he was thrown to the ground and knocked unconscious
by an unknown force. He woke up in chains, next to many
other races. After being sold to a bidder, he faced another
unknown world.

Wears damaged armour that was once his fathers, although he
has no use for it, since he never goes into combat. He has a
large scar running down the side of his face, which was given to
him by the looters in his first encounter. His quarterstaff, given to
him by the commander of the Children of the Infernal, is made of
bone. Tall and muscular, his eyes are glazed over from an
infection in his youth. He wears an emblem of flame, representing
the fire that burns in the Children of the Infernal. He wears a
necklace embedded with teeth, given to him by his mother right
before his father died. He wears a leather undershirt with silver
buckles and clasps.

ADDITIONAL FEATURES & TRAITS

Stripped of everything valuable when he was enslaved.

CHARACTER BACKSTORY

TREASURE
TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.

Wizard
SPELLCASTING
CLASS

0

CANTRIPS

3

Intelligence

12

+4

SPELLCASTING
ABILITY

SPELL SAVE DC

SPELL ATTACK
BONUS

6

Light
Mage Hand
Ray of Frost

SPELL
LEVEL

SLOTS TOTAL

1

2

ED

EPAR

PR

SLOTS EXPENDED

7
SPELL NAME

Burning Hands
Charm Person

4

Feather Fall

SPELLS KNOWN

Mage Armor
Magic Missile
Sleep

8

2

5
9

TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.

Page 1
Level-1 evocation

Level-1 enchantment

Level-1 transmutation

Burning Hands

Charm Person

Feather Fall

1 act.
Self
V,S
Inst
As you hold your hands with thumbs touching
and fingers spread, a thin sheet of flames
shoots forth from your outstretched fingertips.
Each creature in a 15-foot cone must make a
Dexterity saving throw. A creature takes 3d6
fire damage on a failed save, or half as much
damage on a successful one. The fire ignites
any flammable objects in the area that aren't
being worn or carried. At Higher Levels.
When you cast this spell using a spell slot of
2nd level or higher, the damage increases by
1d6 for each slot level above 1st.

1 act.
30 ft
V,S
1 hr
You attempt to charm a humanoid you can
see within range. It must make a Wisdom
saving throw, and does so with advantage if
you or your companions are fighting it. If it
fails the saving throw, it is charmed by you
until the spell ends or until you or your
companions do anything harmful to it. The
charmed creature regards you as a friendly
acquaintance. When the spell ends, the
creature knows it was charmed by you. At
Higher Levels. When you cast this spell using
a spell slot of 2nd level or higher, you can
target one additional creature for each slot
level above 1st. The creatures must be within
30 feet of each other when you target them.

1 react. 60 ft
V,M
1 min
Choose up to five falling creatures within
range. A falling creature's rate of descent
slows to 60 feet per round until the spell
ends. If the creature lands before the spell
ends, it takes no falling damage and can land
on its feet, and the spell ends for that
creature.

Wizard

Wizard

Wizard

DC 12 Mod +4

DC 12 Mod +4

DC 12 Mod +4

Evocation cantrip

Level-1 abjuration

Conjuration cantrip

Light

Mage Armor

Mage Hand

1 act.
Touch V,M
1 hr
You touch one object that is no larger than 10
feet in any dimension. Until the spell ends,
the object sheds bright light in a 20-foot
radius and dim light for an additional 20 feet.
The light can be colored as you like.
Completely covering the object with
something opaque blocks the light. The spell
ends if you cast it again or dismiss it as an
action. If you target an object held or worn by
a hostile creature, that creature must succeed
on a Dexterity saving throw to avoid the spell.

1 act.
Touch
V,S,M
8 hrs
You touch a willing creature who isn't wearing
armor, and a protective magical force
surrounds it until the spell ends. The target's
base AC becomes 13 + its Dexterity modifier.
The spell ends if the target dons armor or if
you dismiss the spell as an action.

1 act.
30 ft
V,S
1 min
A spectral, floating hand appears at a point
you choose within range. The hand lasts for
the duration or until you dismiss it as an
action. The hand vanishes if it is ever more
than 30 feet away from you or if you cast this
spell again. You can use your action to
control the hand. You can use the hand to
manipulate an object, open an unlocked door
or container, stow or retrieve an item from an
open container, or pour the contents out of a
vial. You can move the hand up to 30 feet
each time you use it. The hand can't attack,
activate magic items, or carry more than 10
pounds.

Wizard

Wizard

Wizard

DC 12 Mod +4

DC 12 Mod +4

DC 12 Mod +4

Level-1 evocation

Evocation cantrip

Level-1 enchantment

Magic Missile

Ray of Frost

Sleep

1 act.
120 ft
V,S
Inst
You create three glowing darts of magical
force. Each dart hits a creature of your choice
that you can see within range. A dart deals
1d4 + 1 force damage to its target. The darts
all strike simultaneously, and you can direct
them to hit one creature or several. At Higher
Levels. When you cast this spell using a spell
slot of 2nd level or higher, the spell creates
one more dart for each slot level above 1st.

1 act.
60 ft
V,S
Inst
A frigid beam of blue-white light streaks
toward a creature within range. Make a
ranged spell attack against the target. On a
hit, it takes 1d8 cold damage, and its speed is
reduced by 10 feet until the start of your next
turn. The spell's damage increases by 1d8
when you reach 5th level (2d8), 11th level
(3d8), and 17th level (4d8).

1 act.
90 ft
V,S,M
1 min
This spell sends creatures into a magical
slumber. Roll 5d8; the total is how many hit
points of creatures this spell can affect.
Creatures within 20 feet of a point you
choose within range are affected in
ascending order of their current hit points
(ignoring unconscious creatures). Starting
with the creature that has the lowest current
hit points, each creature affected by this spell
falls unconscious until the spell ends, the
sleeper takes damage, or someone uses an
action to shake or slap the sleeper awake.
Subtract each creature's hit points from the
total before moving on to the creature with
the next lowest hit points. A creature's hit
points must be equal to or less than the
remaining total for that creature to be
affected. Undead and creatures immune to
being charmed aren't affected by this spell. At
Higher Levels. When you cast this spell using
a spell slot of 2nd level or higher, roll an

Wizard

Wizard

Wizard

DC 12 Mod +4

DC 12 Mod +4

DC 12 Mod +4

Page 1 (reverse)

Sleep (reverse)
additional 2d8 for each slot level above 1st.


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